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A way to make reload start anims affected by boosts


YahOOOeYOU

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Hi! Looks like it's beter to post this question here, so here it goes.

 

There's a thing in New Vegas I see as an issue and would really like to fix it.

The reloading animation for weapons that are loaded bullet by bullet (Hunting Shotgun, Lever Action Rifle and shotgun and .357 Revolvers) essentially consists of two parts: the first part is the start of the reloading procedure and the second is the ammo loading and jerking the pump or lever. There are even two separate animatios (2hrreloadx and 2hrreloadxstart for LAS, for example).

My issue is that only the second part is affected by reload speed boosts (Agility and "Rapid Reload"). This makes it look very weird when there the "preparation" for a reload is performed a lot slower than the actual reload. I've checked with the GECK wiki and other sources and it looks like the reload speed is affected by "Reload Speed" entry type. Looks like this thing only affects the usual *weapon_type*reload*single-letter_postfix* animation files (1hpreloadn.kf, for example).

I've tried changing this behaviour with no luck, since it looks like this thing is hardcoded into the EXE. Maybe there is a way to achieve somehing like this via scripts?

 

Any help and info on where to look would be greatly appreciated.

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